
uniform sampler2D colorTable;
uniform bool colour;

varying float heightNormalization;
varying float speedNormalization;

void main() {
  const float zero = 0.0;
  if(speedNormalization > zero){
    if(colour){
      gl_FragColor  = texture2D(colorTable, vec2(heightNormalization, zero));
    } else {
      gl_FragColor  = texture2D(colorTable, vec2(speedNormalization, zero));
    }
  } else {
    gl_FragColor  = vec4(zero);
  }
}
